ChaosMAX1268

Over Charge archetype

Apr 30th, 2024 (edited)
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  1. Over Charge Ritual
  2. Ritual Spell
  3. Can be used to Ritual Summon any DARK Ritual monster from your hand. You must also Tribute monsters from your hand or field whose combined Levels equal or exceed the Level of the Ritual Monster you Summon, and if you exceeded that monster's Level during the Summon, that monster gains ATK equal to the excess Levels x300.
  4.  
  5. Over Charge Student Sorcerer
  6. Level 5/DARK/Spellcaster/Ritual/Effect
  7. 2100ATK/1300DEF
  8. Can be Ritual Summoned with "Over Charge Ritual". If this card was Ritual Summoned using a monster(s) with a combined Level of 6 or higher, it cannot be destroyed by card effects. When this card is sent to the GY: You can pay 800 LP; add it to your hand. You can only use this effect of "Over Charge Sorcerer" once per turn.
  9.  
  10. Over Charge Serpent Servant
  11. Level 8/DARK/Reptile/Ritual/Effect
  12. 3000ATK/2600DEF
  13. Can be Ritual Summoned with “Over Charge Ritual”. If this card is Ritual Summoned using a monster(s) with a combined Level of 9 or higher: Banish all cards from your opponent’s hand, then they draw the same amount of cards (or their entire Deck, if less). Once per turn: You can target 1 monster your opponent controls; its ATK becomes 0. If this card is sent to the GY: You can add 1 "Over Charge" card from your Deck to your hand.
  14.  
  15. Over Charge Sinister Specters
  16. Level 11/DARK/Fiend/Ritual/Effect
  17. 3600ATK/2900DEF
  18. Can be Ritual Summoned with “Over Charge Ritual”. If this card is Ritual Summoned using a monster(s) with a combined Level of 12 or more: Send all of your opponent's Spells/Traps on the field to the bottom of their Deck, in any order. Unaffected by your opponent's card effects that do not target it. If this card is send to the GY: You can add 1 "Over Charge" card from your GY to your hand.
  19.  
  20. Over Charge Superior Sorcerer
  21. Level 12/DARK/Spellcaster/Ritual/Effect
  22. 3900ATK/2300DEF
  23. Can be Ritual Summoned with “Over Charge Ritual”. If this card is Ritual Summoned using a monster(s) with a combined Level of 13 or more: Halve your opponent's LP. Unaffected by other card effects, except for the effects of "Over Charge" cards. When this card battles an opponent's monster, halve its original ATK/DEF until the end of that battle.
  24.  
  25. Over Charge Shadow Sorcery
  26. Normal Spell
  27. Target 1 "Over Charge" Ritual Monster you control, apply 1 of these effects.
  28. ● If it was Ritual Summoned using a monster(s) with a combined Level that is higher than its original Level, destroy cards your opponent controls, up to the excess in Levels.
  29. ● Otherwise, destroy 1 card on the field, and inflict 300 damage to your opponent for each of its Levels.
  30. You can only use 1 effect of "Over Charge Shadow Sorcery" per turn, and only once that turn.
  31.  
  32. Over Charge Soul Stealing
  33. Quick-Play Spell
  34. Take control of 1 monster your opponent controls, then take damage equal to its ATK, unless you control an "Over Charge" Ritual Monster that was Ritual Summoned using monsters with a combined Level that is higher than its original Level. You can only use 1 "Over Charge Soul Stealing" per turn.
  35.  
  36. Over Charge Saboteur Society
  37. Continuous Trap
  38. During the Main Phase: Special Summon this card as an Effect Monster (Spellcaster/DARK/Level 8/ATK 2600/DEF 1300). (This card is NOT treated as a Trap.) When your opponent activates a card or effect that targets only 1 "Over Charge" monster you control (and no other cards), except "Over Charge Sinister Saboteurs" or when your opponent targets such a monster for an attack (Quick Effect): You can make this card the new target.
  39.  
  40. Over Charge Spirit Split
  41. Normal Trap
  42. Target 1 "Over Charge" monster you control: Its ATK/DEF becomes halved, also Summon 1 "Over Charge Spirit" Token (Illusion/DARK/Level ?/ATK ?/DEF ?) whose Level is the same as the target's and whose ATK/DEF is equal to the current ATK/DEF of the target. This turn, your "Over Charge" monsters cannot be destroyed by battle or card effects. During the End Phase of the turn you activated this card, and its effect was not negated, halve your LP.
  43.  
  44. Over Charge Savage Shot
  45. Normal Trap
  46. Send 1 monster your opponent controls to the bottom of their Deck. If you control an "Over Charge" Ritual Monster, Ritual Summoned using a monster(s) with a combined Level that is higher than its original Level, your opponent cannot activate cards or effects in response to this effect's activation. When this card is sent to the GY: You can set 1 "Over Charge" Spell/Trap from your Deck, except "Over Charge Savage Shot".
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